Area D: The Crystal Shores and Sea of Darkness
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The calm, underground Sea hides great danger (AI image courtesy of NightCafe.)
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The Magma Fields and Fungal Jungles eventually converge into a cooler region with crystalline fields and patches that dot the shores of an immense, underground lake. The presence of the Ovoid From Beyond the Stars, which rests in the Sea’s eerily calm waters, makes travel in this body of water dangerous.
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This map is released under terms of the CC BY-SA 4.0 license. |
D1: Eunshiel Lowlands
This valley hex nestled between crystal hills is mostly flooded by the waters of the Sea of Darkness. The moist ground promotes fungal and algae growth, and rich fisheries which feeds 130 eunshiel of Clan Andulath (26 able-bodied.) Their village, like the valley, is mostly under shallow water, with fungal wood structures on dry areas connected by bridges. Small boats and barges carry the eunshiel to their farms and fisheries on the shore. The eunshiel keep mostly to the southeastern part of the Sea to avoid the regions closest to the Ovoid, which is the domain of bizarre, aquatic monsters and hostile piscepithecans. Some intrepid traders do approach the blind fish-men, but only during certain times (see D4 below.)
The waters of the village lead to a cove which is the submerged lair of a black dragon (HP 89) and her two young (HP 23, 22.) Deep underneath these waters is her treasure of 13,000 ancient, platinum coins.
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The Lowlands are relatively safe...for eunshiel, that is (AI image courtesy of NightCafe.) |
D2: Not-so-Excellent Prismatic Island
Multicolor lights can occasionally be seen originating from this small island, which acts as a sort of natural lighthouse. The island is full of large, quartz-like crystals. Any time light shines on these, they reflect prismatic beams from their facets in multiple directions. Any creatures in the island within 60 feet of the crystals are struck by one of these colored beams (roll 1d8):
- Red: the target takes 20 points of heat/fire damage (save against spells for half.)
- Orange: the target takes 40 points of caustic damage (save against spells for half.)
- Yellow: the target takes 80 of electricity damage (save against spells for half.)
- Green: the target must save against poisons or die instantly. A successful save still results in 20 points of toxic damage.
- Blue: the target must save against petrification or become encased in crystal
- Indigo: the target must save against magic wands or become insane. The GM determines the deatails of the character’s insanity.
- Violet: the target is transported to another plane of existence or random place on this plane (GM’s discretion.)
- The target is struck by two rays; roll twice, re-rolling any “8” results.
Among the crystals are skeletons and vestiges of wrecks with scattered treasure of coins (50,000 sp, 2,000 gp) and valuable goods such as art objects and jewelry (400 gp, 500 gp, 600 gp, 800 gp, 900 gp, 1000 gp, 1100 gp x2, 1200 gp x2, 1400 gp, and 1800 gp.)
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Deep fey sailors avoid the prismatic island if they can (AI image courtesy of Bing Image Creator.) |
D3: Dread Totems
This hex and its adjacent land hexes have picket lines of stalagmites that have been carved by the piscepithecans into strange totems. The alien structures defy description, since the blind creatures work in texture rather than visual image. These totems mark the fish-men’s domain and serve both religious and defensive purpose.
The totems, which are 2d6x10 feet apart, can detect Lawful creatures in a 120-foot radius as a detect evil spell. If Lawful creatures are detected, the totem emits eerie sounds that are not unlike those heard inside a seashell, but with the addition of faint, unintelligible words. Anyone within 40 feet of a totem is close enough to be affected physically by the sinister, Chaotic verbalizations (no save.) The effect varies by the creature’s level or hit die (HD):
1-3 HD: The victim dies instantly, their bulging eyes and veins forming an expression of abject horror.
4-8 HD: the victim comes under the effects of a confusion spell for 1d10 rounds. In addition, they are stunned (unable to move or act) for one round, and deafened for 1d4 rounds.
9-12 HD: the victim is stunned as above for one round, and deafened for 1d4 rounds.
13+ HD: the victim is struck deaf for 1d4 rounds
Any Lawful, non-humanoid monsters such as blink dogs, unicorns, pegasi, and gold dragons that exposed to the sounds of the totems are automatically turned as if by a 13th-level cleric of Chaos. This may destroy low HD creatures, their flesh melting from their bones to horrendous screams, howls, or whinnies.
In addition, the sounds of the totems are loud enough to trigger a random encounter roll.
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The piscepithecan's totems keep the curious away (AI image courtesy of Bing Image Creator.)
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D4: Piscepithecan Village
A village of 20-30 crude huts made of fungal wood, bones, and carapace rest haphazardly on the shore. The place would be somewhat unremarkable, if not for its exotic location and its denizens – the piscepithecans.
The energies emanating from the Ovoid affect much in this region of the Underwilds, especially the Sea of Darkness. These energies accelerated the evolution of certain species of blind fish, causing them to become self-aware and amphibic, eventually emerging from the shore in a perversion of the natural, glacial process.
Piscepithecans are hunched, four-foot tall humanoids with fish-like features. Their scaled skin is pale, almost translucent and coated in glossy, primordial slime. Flesh-covered, vestigial eyes gleam impossibly with wicked intelligence, as their psychic senses can detect prey without the need for vision. Their muscled limbs are equally adapted to move on land and water, and can wield crude weapons such as harpoons, clubs, nets, and others. All piscepithecans have a strong, psychic connection to the Ovoid, but only their eldest females are able to employ this connection to manifest supernatural powers.
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A piscepithecan male (left) and elder female (right) (AI image courtesy of Bing Image Creator.) |
The piscepithecans begin life as pollywogs swimming in hidden, well-guarded spawning areas on the shore and shallows of the Sea of Darkness. Once the young piscepithecans grow limbs and emerge, they begin to display sexual characteristics, which determine their role in society – males become hunters and warriors while females tend to the spawning pools, algae crops, and village life. However, their society is female-dominated.
As the young females begin to swell with eggs, the males become increasingly aggressive, going on hunts for pleasure (instead of subsistence,) and raids against their Underwild neighbors, especially the deep fey. Eventually, this is not enough as the males of a village turn on each other in a violent frenzy, while the young females hide in the spawning pools and lay their eggs, protected by their elders. The few, remaining victors among the males then have the privilege of inseminating the eggs, but give the females a wide berth, for the post-spawning matrons develop fearsome psychic powers. Older males later train the younger generation, but usually perish during the periods of frenzy. Any slaves or prisoners the tribe keeps also tend to perish during this time.
The elder matrons of a cycle form a council that administers the village. The council spends most of its time on the atoll that surrounds the Ovoid (see D7 below.) Only they are allowed in this (un)holy place. Here, the council serves the whims of the Aboleth – the piscepithecan “queen.” It is not known by which process the Aboleth is born, whether a single female is chosen by the Ovoid or whether it is created by a merging of them. Regardless, the elder council descends into the waters around the Ovoid one day, never to be seen again, and a new Aboleth emerges (or perhaps it is the same one.) The younger, post-spawning females brought here then become the new ruling council of matrons, which instinctively know their duties to the Aboleth and village due to their psychic link.
During the more peaceful times of the piscepithecan life cycle, the creatures are willing to engage in trade with the deep fey for goods, food, and even slaves. Wise traders are aware of this cycle and know to avoid them during their periods of bellicosity. The piscepithecans have a strange deference for the snake-men, and the rare procession from their City's ruler to visit the Ovoid is always welcome, for such is the Aboleth’s will.
The village is currently in one of these “peaceful” cycles, but unless PCs pose as traders, they are not necessarily welcome. The village has 17 piscepithecan warriors (2HD, AC 5 [14], harpoon spears) an older male hetman (8 HD, AC 3 [17], wood two-handed sword with crystal “teeth”,) his lieutenant (4 HD, AC 4 [16], bone battle axe,) and an elder female present. The rest of the villagers are non-combatants: young males and females (90%,) and their slaves (10%.)
Piscepithecan Warrior: AC 5-3 [14-17]; HD 2-8; MV 90 ft. (30 ft.,) swim 180 ft. (60 ft.); ATK by weapon; SV fighter 2-8; ML 9; AL C; XP 60-1200 (or HD + one special)
Blind: Piscepithecans are immune to spells or effects that affect vision, such as mirror image, phantasmal force, or invisibility. They can detect the presence of creatures up to 40 feet away on land, and 80 feet underwater. However, loud continuous noises affect this ability, cutting this range by half, and inflicting a -1 penalty to hit rolls. An anti-magic field completely disrupts their blindsight, rendering them truly “blind.”
Slime: The piscepithecans’ slimy skin provides immunity to poison and deflects electric attacks for half or no damage, depending on saving throw. In addition, attempts to grapple them or restrain them physically are difficult due to their slipperiness (GMs discretion; suggested -2 to -4 penalty to attempts.)
Stealthy: Piscepithecans in aquatic or amphibious environments surprise their opponents on a 3-in-6.
Piscepithecan Elder Female: AC 5 [14]; HD 6; MV 90 ft. (30 ft.,) swim 180 ft. (60 ft.); ATK 1d4 (staff or dagger); SV Cleric 7; ML 9; AL C; XP 2,000 (or HD + three specials)
Blind: Piscepithecans are immune to spells or effects that affect vision, such as mirror image, phantasmal force, or invisibility. They can detect the presence of creatures up to 40 feet away on land, and 80 feet underwater. However, loud continuous noises affect this ability, cutting this range by half, and inflicting a -1 penalty to hit rolls. An anti-magic field completely disrupts their blindsight, rendering them truly “blind.”
Slime: The piscepithecans’ slimy skin provides immunity to poison and deflects electric attacks for half or no damage, depending on saving throw. In addition, attempts to grapple them or restrain them physically are difficult due to their slipperiness (GMs discretion; suggested -2 to -4 penalty to attempts.)
Spells: Piscepithecan elder females develop fearsome psychic powers. An elder female can cast the following spells once per day: 1st – detect evil, (cause) fear; 2nd – bless, detect thoughts (ESP); 3rd – dispel magic, 10-ft. invisibility; 4th – 10-ft. protection form evil; 5th – finger of death
Stealthy: Piscepithecans in aquatic or amphibious environments surprise their opponents on a 3-in-6.
Treacherous: Psicepithecan elder females that surprise opponents or are invisible can backstab with their sharp, crystal daggers as thieves of the same HD.
D5: Crystal Cliffs
This elevated area rises to about 100 feet and cuts off abruptly into cliffs of sharp crystal. The crystals continue to the water and form coral-like reefs. Under this "reef" is an extensive geode cave system that leads to the top of the cliffs as well as additional caves. Something about the crystals in the cliffs and caves is uncomfortable to the piscepithecans’ senses, so they avoid them. Inside these caves is a route back to the surface world (not shown on the map.)
D5a: Cavern of the Deep Ogres
The underwater tunnel surfaces through a pool inside a crystalline cavern. A waterfall feeds the pool from the shadows high above.
Inside is home to 11 large, ogres that are are descended from servile creations of the snake-men, but have been mutated by the presence of the Ovoid into amphibian creatures with sinuous bodies (for an ogre,) green, squamous skin, and webbed hands and feet that end in claws. They exist in a state between animal instinct and prehistoric savagery, raiding piscepithecans and deep fey trade vessels alike.
They care not for wealth and trinkets, but succulent flesh and meat, which has just conveniently served themselves up to them.
Merrow: AC 4 [15]; HD 4+3 (HP 20, 19, 21, 26, 22, 28, 24, 22, 19, 15, 28); MV 60 ft. (20 ft.), swim 120 ft. (30 ft.); ATK 1d6/1d6/2d4 (claws and bite) or 1d8+3 (large spear); SV fighter 5; ML 8; AL C; XP 450 (or by HD plus one special)
Amphibious: merrow can breathe air or water.
Natural camouflage: while underwater, merrow can surprise victims on a 3-in-6 chance.
D5b: The Jagged Waterfall
The waterfall originates from a sinkhole in the cavern 150 feet above. The climb is arduous, but not impossible for a thief alone or other characters with ropes, spikes, and patience. However, the crystals walls for the first 50 feet are an added danger, with a 1-6 chance per turn of causing 1d4 damage to climbers due to random lacerations.
At the top of the waterfall is a limestone cave hat that been carved over centuries by the waters of an underground river in a gradual, upward slope. The cave's exit, covered in gnarled roots and hanging moss empties into the mountains in hex 2417 of the wilderness map.
D5C: Smuggler’s Cache
A side passage with this limestone cavern is a narrow squeeze, allowing for one character at a time. It empties into a natural chamber with barrels, sacks as well as a large treasure chest. This cache and treasure belonged to a long-forgotten syndicate of river smugglers and pirates that is long gone, but left a nasty surprise: a flat stone before the chest conceals a pressure plate, that when pressed, causes darts to fire from the wall behind the chest. The volley of darts deals 5d4 damage (save against breath for half.) In addition, the darts are coated with deadly wyvern poison (save against poison or die.)
The goods in the barrels and sacks are foodstuffs which have long since spoiled, with the exception of casks of wine worth 900 gp. The chest, marked with the symbol of this syndicate, has a carefully-placed variety of precious gems, glittering coins, and intricate jewelry:
- A sapphire necklace adorned with a miniature longboat pendant – a luxury version of a type of necklace worn by people of the North to keep a loved one safe while they are away. It is worth 2,500 gp.
- A set of three, ivory statuettes depicting three of the four Elemental Dukes of the Far West. Each is worth 800 gp.
- A velvet-lined box containing a pair of gold earrings studded with bloodstones, valued at 1,200 gp. The box has the seal of a noble house from the Kingdom of Alba to the south.
- A silver locket containing a miniature portrait of an enigmatic woman – perhaps a lover of the Dread Pirate Khalkis’. It is valued at 1,000 gp.
- A collection of assorted rare and semi-precious gemstones, collectively worth 6,000 gp.
D6: Serene Island
This island is empty save for a scattering of flotsam and the humanoid bones of shipwrecked, deep fey sailors. Every eight (8) hours spent on this island increases the random encounter chance by one (1.) In the event of a random encounter, it will be with one of the following, who emerge from the shore (roll 1d6): (1-4) a hunting party of piscepithecans (3d6 2 HD with one 4 HD,) or (5-6) 1d4 chuul – an aberrant form of intelligent, underground quasi-crustacean that the piscepithecans value for its carapace and meat.
Chuul: AC 3 [156]; HD 11+2; MV 90 ft. (30 ft.,) swim 60 ft. (20 ft.); ATK 2d6/2d6 (pincers); SV fighter 11; ML 8; AL C; XP 4,000 (or HD + two specials)
Pincers: a chuul that hits a single, human-sized or smaller creature with both pincer attacks transfers them to its tentacular mandibles (see below.)
Tentacles: the chuul’s mandibles are surrounded by tendrils that secrete a paralytic poison (save against paralysis.) The chuul masticates paralyzed prey for 1d8 damage per round.
D7: Island of the Ovoid
A crystal-studded, crescent atoll surrounds a gigantic, egg-like monolith, about two-thirds submerged in the still waters of the Sea. The island, while quiet, seems to almost vibrate with a palpable force. Magic-users can feel a faint ringing in their heads not unlike being before the gaze of the Snake God, but at a diminished frequency.
The only structure on the island is a large hut similar to ones found in the piscepithecan village. It is the home of the piscepithecan elder matrons. The inside of the hut is spartan and contains a few, primitive home goods – nothing of immediately obvious value.
If the PCs approach the shore near the Ovoid, six (6) human holy women will appear. These are actually five (5) piscepithecan elder females, and the aboleth “queen” under an illusion to disarm or confuse the characters. Due to their psychic powers, the matrons are aware of the PCs actions (if any) at either the piscepithecan’s village (D4) and/or the dread totems (D3,) and will react accordingly. If a battle is not going their way, they will retreat into the waters of the lagoon, where they have the advantage.
The aboleth’s true appearance is like pisceptithecans’ unnatural evolution come full-circle. Its slimy, translucent, fish-like body has four, enlarged tentacles and three, dark eyes, equidistant from each other in a triangular pattern. It can communicate telepathically and read thoughts, thereby knowing the PC's desires. It would rather control them (via charm) and use them as her champions, but will gladly destroy them if they are a threat.
Piscepithecan Queen (Aboleth): AC 3 [16]; HD 9; MV 90 ft. (30 ft.,) swim 120 ft. (40 ft.); ATK 1d6/1d6/1d6/1d6 + special (tentacles); SV cleric 9; ML 9; AL C; XP 4,000 (or HD + two specials)
Mucus: The aboleth’s skin is coated in a mucus-like slime. While underwater, the aboleth is surrounded a cloud of this mucus in a 5-foot radius. A creature within this cloud must save against poison or lose the ability to breathe air, but gain the ability to breathe water (as the spell.) In addition, a victim that is hit by one of the aboleth’s tentacles must save against poison or contract a strange disease, which takes one (1) turn to manifest. The victim’s skin becomes scaly, translucent, and slimy. They require immersion in water once every hour or suffer 1d6 damage. The effects of the poison and disease last 1d3+1 hours. Magic to cure diseases can neutralize the effects of the mucus.
Spells: the aboleth’s psychic powers manifest as an ability to cast charm monster and phantasmal force three (3) times per day each. It can also cast detect thoughts (ESP) at will.
The floor of the lagoon is littered with bones containing several treasures that once belonged to an unfortunate adventuring party that made it to the Ovoid and perished:
- A sentient, +1 sword (+2 against magic-users/elves,) that can communicate via empathy (Int 8, ego 1, AL L,) and can detect traps and shifting architecture once per day.
- A +1 sword (+3 against enchanted creatures)
- Two scroll tubes: one is a cleric spell scroll: finger of death (reversed raise dead,) protection from energy (resist cold,) speak with animals, remove curse (reversed,) neutralize poison; and the other is a magic-user spell scroll: ventriloquism, invisibility (10-ft. radius,) charm person, invisibility, darkvision
- A potion of clairvoyance
The Ovoid’s calcareous surface is solid and pockmarked with craters of various sizes. It appears to be impervious to both sword and spell. However, holding one of the Aboleth’s petrified, gem-like eyes before it and touching the surface causes a circular doorway to form, leading inside.
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.